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The following are those Runes the Rhymer can scribe, organized by grade. The seven grades of Rune, from least to greatest, are Seed, First Growing, Root, Branch, Second Growing, Thousand Seeds, and Forest.
Runes of the same name, but different grades, must be learned separately.
A Rhymer can scribe any Rune from the Rhymer Lexicon, provided he can scribe Runes of that grade.
Each Rune occupies a certain position on the body, and can only be activated when in that position. The Mobile Rune class feature allows a Rhymer to scribe Runes elsewhere for later use, but these Runes do not become active until they occupy their rightful place.
Runes usually have a number of abilities, of varying duration.
Abilities marked with a bold E are expendable; the use of these abilities immediately uses up the power of the Rune, and it must then be re-scribed before any of its abilities can be used again.
Abilities marked with a bold C are concentration-based; these abilities endure as long as the Rhymer continues to make concentration checks, and then expend the rune, once again necessitating its re-scribing. These abilities usually have a maximum duration noted. Unless otherwise noted, the DC to continue concentrating on a Rune of this type is identical to the DC for a spell or power of equivalent level.
Abilities denoted with a bold L are lasting; their effects are either always active or can be used at will by the rhymer.
If any special component must added to The Substance before scribing the rune, it will be note in the Rune's entry.
If an entry refers to expending multiple Runes, the runes expended to augment a primary Rune's effect need not be in the proper body position.
Runes
Rune of The Bulwark
Rhymers believe this Rune to be the sigil carved into the walls of an ancient fortress, just before the overthrow of the town it overlooked; though the city fell, the fortress itself could not be broken.
Location:Chest.
Component: Crumbled dust from a stone or piece of masonry.
Seed
Stones of The Bulwark (C)
Effect: The Rune scribed on your chest flows outward and fragments into pebble-textured plates that dust your skin with gray; the skin of your chest turns an ashen shade and you feel proof against harm.
You gain DR 2/- for the duration of the effect.
Sustaining this effect requires a concentration check against DC10; the DC increases by two each round the effect is maintained.
The Bulwark's Banner (E)
Effect: The Rune springs away from your body, phasing out to hover in front of you for a moment; it then explodes to hover around your back in a cloud of stone-dark shards.
You gain a +2 Deflection bonus to AC for one minute per class level.
This bonus increases by one for every other Rune of The Bulwark you have scribed.
Branch
Stone of The Foundation (C)
The Rune's Substance flows down toward your feet, then into the ground; the earth takes on the consistency of stone and flows up to encase your feet and legs, while your entire body takes on a stone-dusted appearance.
You cannot move while you maintain concentration on this ability.
However, anyone else wishing to move you has difficulty as well; they must succeed on an opposed strength check to do so, and you have a +20 bonus to this check. In addition, you gain DR 15/- for the duration of this ability.
Forest
The Bulwark Falls (E)
Effect: When you activate this effect, the stony substance of the Rune expands along suddenly-apparent fissures in the surrounding earth; all creatures in contact with the ground in a 400ft radius are knocked sprawling to the ground if they fail a DC 15 reflex save, and can neither move nor attack for the round following the activation of this ability. Spellcasters in the radius of this ability must make a concentration check at DC20+spell level or lose any spell they were attempting to cast.
If you activate this effect inside a structure, you deal that structure one-hundred points of damage, ignoring hardness; this damage is not halved. If creatures are caught within a collapsing building, they take 8d6 bludgeoning damage, and are pinned by rubble, taking 1d6 damage each subsequent round they remain pinned (Constitution check DC 15 negates).
The fissures in the earth created by this spell have a 25% chance of catching any creature in the radius of effect (Reflex DC 20 to avoid). When the effect ends, any creatures trapped in a fissure are instantly killed as they grind shut.
Rune of The Hound
The exact meaning of this Rune is under dispute; some Rhymers hold that it depict a ravening wolf, gobbling up all that lives, while others maintain it is a hunting hound under the watchful eye of his master.
Location: Cheek.
Component: A small amount of blood from your own tongue.
Seed
Hound's Tooth (E)
Effect: The Rune's vermilion substance seeps along your jawline, then seems to swell; your teeth lengthen and take on an incarnadine hue while your head lengthens into a bestial muzzle.
You gain a bite attack as a natural weapon that deals 1d8 damage (if you are a medium creature). You may use this attack as your primary attack, or as a secondary part of your normal attack routine; apply your full strength bonus, or 1/2 your strength bonus, as appropriate.
You cannot use your bite to deal non-lethal damage.
For every five class levels you possess, your bite attack deals one additional die of damage. This ability lasts 1 minute per class level.
Howl of The Hunted (L)
Effect: The Rune begins to enter your mouth and drip on your tongue; when it coats it fully, you realize you can speak not only in your common tongue, but in bestial yips and growls.
You can communicate verbally with any Animal, or any Magical Beast with intelligence 1 or 2.
Keep in mind that such communication may not be very fruitful; most animals are neither amenable to persuasion, nor predisposed toward reconnaissance.
Forest
Gnash-tooth Barrier (E)
Effect: The Rune multiplies, crawling along your body in lines; finally, it bursts out of you intact, scattering along the ground in a circle up to 40ft. away.
Any creature attempting to enter the radius of the effect, or within it when you use this ability, must attempt a Will save; failure means a number of yellowed teeth spring from the ground and hold them fast, gripping their limbs if they attempt to move towards you. You may move toward them freely, and aside from moving toward you, their actions are not impeded.
If a creature moves further away from you, then tries to move back, the effect re-activates at the new distance.
This effect lasts one round per class level.
Rune of The Hart
If the Hound represents the archetypal hunter, the Hart represents the final prey; it somewhat resembles a leaping or running stag, its antlers blooming with spring flowers.
Location: Calves.
Component: Powdered hoof of a deer or stag, or holly berries.
Seed
Fleet-hoof Step (E)
Effect: The rune coats the hair of your legs, making them appear furred and pale. In the round you activate this ability, and for one round thereafter, your base land speed is increased by 10ft. You may activate this ability as a swift action.
First Growing
The Pursued Across River-ford (L)
Effect: While you carry a Rune of The Hart of this grade, you can take a free action to activate this power. The rune copies itself to each muscle of your leg, writ over and over, and glowing faintly.
You can traverse any more-or-less flat surface, including water, quicksand, or lava; particularly hot substances, such as the aforementioned lava, may still deal damage, and particularly sticky substances, such as spiderwebs, may still adhere to you. You can move at your normal speed while using this ability, but you cannot run.
Root
Eyes to See the Snare (L)
Effect: When you choose to activate this power, the Rune of The Hart sprinkles its inky substance across your skin, settling on the hair of your arms and neck, which stands aloft as if effected by static.
You gain a +4 insight bonus on reflex saves to avoid traps or snares of any kind, and a +2 bonus to AC against attacks by traps.
Alternatively, you can expend this rune to gain the benefit of Uncanny Dodge and Improved Uncanny Dodge for 1 round per class level.
Rune of The Dying Blossom
This curlicued Rune is considerably more ornamental than most, with a shimmering violet appearance. It depicts some form of blossom or flower with tendrils of mist or wind surrounding.
Location: Forehead.
Component: Crushed flower petals and a drop of jasmine essence.
Seed
Slow Destiny of Autumn (L)
Effect: When you choose to activate this ability, the Rune slides from your flesh and forms into a cloud of petal-like forms which shimmer and lift up your body.
You may treat any fall as if it were ten feet shorter, reducing damage taken accordingly; this applies to you personally, and anything or anyone you carry, up to your maximum load.
Alternatively, you can expend this rune to treat a fall as if it were ten feet shorter per two class levels you possess (thus, a maximum of 100ft at twentieth level).
First Growing
Serene Windborne (C)
Effect: When you make use of this ability, the Rune evaporates into a puff of violet spores, which drift out in a thirty-foot radius.
All creatures within that radius who fail a will save feel a sense of calm and lethargy; they are unable to take aggressive actions (though attacking or otherwise acting against any such creature breaks the effect). In addition, this spells cancels all morale bonuses, forces creatures out of a Rage, and nullifies bardic music effects that grant morale bonuses (such as inspire courage). Any creatures in the radius of effect who was confused or the target of a fear effect is no longer affected by that status. Such effects are suppressed while the rune is active.
This ability lasts as long as you concentrate, to a maximum of 1 round/class level. Any effect whose duration is not expended when the effect ends is reinstated at that time.
Branch
Walk The Chill Breeze (E)
Effect: When you activate this ability, the Rune once again evaporates into a cloud of spores. However, these spores do not dissipate, but outline a path wherever you designate; in any direction, including upward, over the air. While this effect is active, you can stride through the air as if it were solid ground; the spore-cloud follows and supports you. You are as effected by windy conditions as you would be if standing on solid ground.
This effect lasts for twenty minutes.
When it begins to deactivate, you are gently lowered to the ground wherever you happen to be; you cannot move in any direction except more or less straight down.
Rune of The Courtesan's Blade
This Rune appears to represent either an upraised sword or a smiling face; its lines are sinuous, in keeping with its seductive title.
Location: Upper arm.
Component: A small quantity of narcotic incense.
Seed
Skin of Nightsilk (C)
Effect: The Rune traces your skin with twining, shifting patterns that seem to match the mottle of light and darkness around you.
In any area not in direct sunlight, whether natural or magical, you gain a +10 enhancement bonus to Hide checks.
In addition, you gain a +5 enhancement to move silently checks as the Rune-patterns coat your feet.
Nightshade Needleblade (E)
Effect: When you activate this ability, the Rune fades out of view on your arm and reappears superimposed on your weapon, or any natural weapon you possess, then fade again.
Your first attack in the next round, with either your natural or primary manufactured weapon, deals 3 point of constitution damage to a target that fails its fortitude save (DC 10+ Wis Modifier).
If you have additional Runes of The Courtesan's Blade scribed, you may expend them to increase the DC of the poison effect by 2.
First Growing
Words Spoken to a Lover (E)
Effect: When you activate this effect, the Rune slides up your arm to glide, root-like and sensual, over your tongue.
For the next ten minutes, you can sense the prime motivating emotion of any creature to whom you speak; jealousy, fear, hunger, hate, etc., with no save. If you engage a creature in conversation for at least four rounds, you can determine the precise nature or target of that emotion (i.e. hatred for you specifically, or for all members of your race).
Root
Steel Dances Between Sinews (C)
Effect: When you activate this effect, the Rune flows down your arm to coat your weapon or natural weapon like oil; its planes or lines appear to elongate and form sharp, shadowy edges.
As long as you concentrate on this ability, the threat range of your weapon or natural weapon is doubled. This effect does not stack with other effects that increase the threat range of a weapon (such as the Keen enhancement).
Thousand Seeds
Secrets Known by Fingertips (E)
Effect: The Rune flashes scarlet and black, then surges forward to strike a creature you specify.
The damage reduction of the target creature is reduced by five points, and the bonus necessary to penetrate that damage reduction is reduced by one, should they fail their will save.
If you have scribed additional Runes of The Courtesan's blade, you can expend them to increase the amount by which the target's DR is reduced; for instance, one additional would reduce it by fifteen points and the bonus required would be reduced again by one. The target's damage reduction cannot be reduced by more than twenty points in this way.
Rune of The Blooded Hand
This potent Rune is notably amorphous, having neither clear shape nor associated tale; the prevailing theory is that it represents the heart of one of a pair of brothers who slew one another in battle by a trick of fate.
Location: Hands.
Component: Powdered steel.
Seed
Strike of The Hoarfrost Grave (L)
Effect: The Rune begins to slowly grow in a crystalline formation, eventually coating your hands in a blue-gray sheen, rendering them massive and deadly.
Your hands become natural weapons, dealing 1d4 points of bludgeoning damage each, plus your strength bonus. You can make an attack with your hammer-hand, or a full attack with both, at your full base attack bonus (replacing your normal attack routine). Neither attack is considered a secondary attack in the latter case, nor do you take normal penalties for fighting with two 'weapons'.
However, you do not gain iterative attacks if your BAB is +6 or higher when using this ability.
You can dismiss or reinstate this ability as a swift action.
If you have multiple Runes of The Blooded Hand scribed, you may expend up to two additional runes to increase the damage your hammer-hands deal by one die type.
Strike of Vengeful Sorrow (E)
Effect: The Rune shimmers and flows to one of your fingers, or to the surface of your weapon, remaining there and steaming softly; the scent of heated blood hangs in the air.
When you expend this effect, you grant your weapon (manufactured or natural) a +1 enhancement bonus to attack and damage rolls. If you have multiple runes of this type scribed, you may expend them to increase this bonus (up to +5).
This effect lasts 1 minute/level.
First Growing
Strike of Darkblood (E)
Effect: The Rune takes on a crimson hue and seems to spill out onto your hand or weapon like an overflowing inkwell; tiny drips and drops sizzle when they strike the floor.
Your next two attacks with your natural or manufactured weapons deal an additional 4d6 points of acid damage.
If you expend additional runes of this type, you can increase the damage dealt by this ability by one die.
Root
Strike of Heartsblood (E)
Effect: The Rune shivers and splits, scattering over your hands; tiny pores begin opening, the edges of each puckering and opening like hungry mouths.
Each time you attack a living enemy with your natural weapons, while this ability lasts, you gain one-half the damage you deal to your foe as hit points. These hit points are not temporary; they are actual healing.
This ability lasts a number of rounds equal to one-half your class level, rounding down.
Branch
Strike of Gravebound Sorrow (E)
Effect: The Rune expands once again to cover your hand in crystalline frost, this time tinged with black, crackling energy.
Your natural or manufactured weapon deals an extra 1d6 points of damage while this ability is active. In addition, on a critical hit, this bonus damage increases to 1d10.
Half the damage dealt by your weapon while this ability is active is cold damage; the other half is negative energy damage.
You can suppress or reinstate this ability as a standard action.
This ability last 1 round/level.
Rune of The Veiled Father
This Rune appears to depict the seamed features of a venerable old man; some, however, have claimed to detect traces of the multiple eyes of a beholder or the claws of some demonic creature in the shape.
Location: Eyelids.
Component: Strands of silk.
Seed
Secrets Spared the Young (C)
Effect: The Rune slides along your brow, encircling you and taking on a thorn-like appearance.
While this ability is in effect, you gain a +10 circumstance bonus on Bluff checks against an opponent's Sense Motive. A bonus of +4 is also gained on all saving throws to resist abilities that would ordinarily allow a creature to read your mind or discern your true intentions (including both read thoughts and zone of truth).
Strength of Solitude (L)
Effect: Your eyes take on a rheumy, aged appearance when you activate this ability, the rune fading from sight.
While the Rune is scribed, you gain a +2 bonus on all Will saves.
First Growing
Eyes of The Scarred (C)
Effect: You gain a pair of ink-seamed lines that pass around your eyes and down your cheek, as if you were deeply scored by a weapon or bestial claw.
You detect all creatures with present or incipient hostile intent towards you within thirty feet. This applies only to enmity directed at you, personally; a Hobgoblin who wishes to destroy the person who killed his brother would register, but one who merely hates and fears users of magic would not.
One With The Ageless (E)
Effect: The Rune, and the eyes beneath it, grow translucent and shimmering.
While this ability is active, you are invisible to creatures with the Undead or Spirit subtypes; attacking or taking other hostile actions ends the effect.
This ability lasts for 3 rounds/level.
Alternatively, you may expend the Rune to gain a +5 bonus to AC against attacks from Undead and Spirits for 1 round/level.
Root
Nameless Hours (L)
Effect: The inky substance of the Rune stains your eyes completely, rendering them a uniform blue-black.
While you have this Rune scribed, you are more difficult to detect by divination effects or powers of the clairsentience discipline. Any individual attempting to detect you by means of such an ability must make a caster level or manifester level check against DC 13+ class level.
Nameless Mein (E)
Effect: The Rune begins to write across your face and neck, scribing your name in dead languages.
While this ability is active, you are invisible to all creatures that harbor active, hostile intent towards you. Mindless creatures or animals are not capable of intention, and therefore perceive you normally. Attacking or taking other hostile actions ends the effect.
This effect lasts 2 rounds/level.
Second Growing
Eyes of The Name (C)
Effect: The Rune shimmers brightly, and flows to positions along your arms, chest, and shoulders; each copy of the Rune so created opens into a softly glowing eye.
While this effect is active, you see through all forms of enchanted deception; ethereal, blurred, displaced, illusory, polymorphed, or magically darkened creatures, objects, and areas are revealed to you. Your newfound vision can still, however, be foiled by mundane disguise and concealment.
Rune of The Titan's Eyes
This Rune supposedly depicts the encircling eyes of a mythical giant, trailing around the bearer's brow.
Location: Forehead.
Component: A pinch of earth and a grain of salt.
Seed
Enchanter's Brow (C)
Effect: The ink-line eyes granted by the Rune slowly sink into the Rhymer's flesh as if embossed- meanwhile, each one slowly opens to reveal ink-stained flesh.
This ability functions identically to Detect Magic and Detect Psionics.
In addition, while this ability is active, you can detect Poisons with a successful spellcraft check (DC equal to that of the venom involved).
First Growing
Plucked Forth Into Shadow (L)
Effect: The ink-eyes darken suddenly, transitioning from outlines to solid forms, and the substance that forms them becomes somehow darker.
While this rune is scribed, you have continuous Darkvision to a range of 120ft.; you can see as well in darkness as you would in light.
Root
Sealed Against The Deciever (C)
Effect: The eyes encircling your brow wink shut.
While this ability is active, you gain a +10 bonus to AC. However, you cannot take hostile actions; you can bolster yourself or your allies, heal, or use potions or other items you possess, but any attack or hostile action of any kind ends the effect.
Rune of The Rime-Dart
This Rune resembles a small branch or sprig taken from an evergreen tree; small drops reminiscent of berries ornament its edge.
Location: Forearm.
Component: Mistletoe berries or the needles of a pine tree.
Seed
Nettling Darts of Rime (E)
Effect: The Rune solidifies into a single, minuscule dart composed of the Substance, which you hold in your hand. When flung at an enemy, it splits into a thousand even tinier darts, which sink into the opponent's flesh.
Any subject who fails a Will save is distracted by the stinging touch of the tiny darts, taking a -4 penalty on listen, search, spot, and sense motive checks for the duration of the ability.
This ability lasts 1 min/level.
Rime-scarred Skinbinding (L)
Effect: The Rune's dartlike shape criss-crosses your body, flowing swiftly over it and leaving icy, white tracks like healed-over scars where it passes.
You can survive comfortably in very hot or very cold environments, anywhere between -50 and +140 degrees Fahrenheit.
Root
Sclera Sent Forth (C)
Effect: Once again, the Rune flow into an object formed of ink; this time, a tiny, pointed needle, which you use to puncture your eye. This deals no damage to you and has no ill effect; the apparent wound heals instantly, and when you fling the needle forth, it splits into many icy needles, which land all around, each glistening with a drop of your eye's humors.
While this ability is active, you can see in all directions; you cannot be flanked, and thus cannot be sneak-attacked in this way (although you still can be if caught flat-footed). Your spot checks gain a +4 bonus for the duration of the ability.
Rune of The Thane's Barrow
This Rune resembles a humanoid figure to some degree, but the exact nature of the expression it conveys, and the nature of the weapon it weilds, are up for debate.
Location: Belly.
Component: Splinters of wood or the powdered remains of nails or screws.
Seed
Shield of The Faithful Arm (E)
Effect: The Rune takes on a metallic sheen and expands until the inky Substance reaches your arms; once there, it shivers as if aching to expand.
While this ability is active, the Rune can react to attacks, providing a +4 shield bonus to AC. The Rune is invested with force energy when used in this way, so this shield is effective against incorporeal attacks.
This ability lasts one minute/level.
First Growing
Voice of The Endless Vendetta (E)
Effect: The Rune begins to glow, then spreads the glow to your very flesh, which seems to crackle with heat. Your throat grows raw and coated with the Substance, and you are unable to speak- but your arms feel a new strength, and your enemies seem worried.While this ability is active, each successful hit by you with a natural or manufactured weapon deals one point of Strength damage to an opponent. You gain the amount of Strength you drain in this way as an enhancement bonus to your Strength score. If you use this ability on multiple opponents, the bonuses are tracked separately, and only the highest applies. The maximum bonus possible using this ability is +8.
This ability lasts 1 round/level.
Thousand Seeds
Pelt of The Bear-brother (E)
Effect: The Rune's inked image flows onto your back, sliding over your flesh and extending outward like spines or rough hair.
While this ability is active you have DR 10/silver ; once this ability has absorbed ten points of damage per class level, it is fully expended.
Spell-eater's maw (E)
Effect: The Rune forms a line of black ink around your jaws, resembling a line of teeth or fangs.
This effect remains in place until you are targeted with a Dispel Magic, Dispel Psionics, or Mordankainen's Disjunction, or similar effect; at that time, it cancels the effect and is expended.
Effectively, this power allows you to ignore one use of the above spells.
Rune of The Mosshand
This Rune appears to depict a clutching hand, claw, or fist enshrouded in vines or trailing moss.
Location: Hand.
Component: Carapace of a forest insect.
Seed
Grip of The Tree-borne Vine (L)
Effect: The Rune twines around your fingers and wrists, bolstering them with inky tendrils of Substance.
While this rune is scribed, you gain a +4 circumstance bonus to grapple checks.
Curtain of The Moss-wood (E)
Effect: The Rune shimmers with green radiance, phases back to the ink's natural black...then explodes in a cloud of green-black tendrils, obscuring the vision of your foes.
This ability functions identically to Obscuring Mist.
Rune of The Racked Fletcher
This Rune is a vague suggestion of an arm and hand, bent at unnatural angles and clutching a pointed shape, an arrow or a spear.
Location: Forearms.
Component: Powdered bone.
Seed
The Broken Breaks (C)
Effect: Your knuckles and fingers are dyed with ink; subsequently, they swell and twist into unnatural, bulky forms.
While this effect is active, you gain a melee touch attack that deals 1d8 force damage, unaffected by your strength bonus. The maximum duration of this ability is 1/2 class level.
Branch
Sunder The Step (E)
Effect: The Rune expands along your arm, outlining three sinews; it then rises out of your flesh, forming three twisted black arrows.
You can propel these arrows from your hands as a free action; doing so grants you an effect similar to Dimension Door, with the square the arrow travels to the destination (the arrow automatically reaches the specified square, if it is within the limits of the spell).
Alternatively, you can break all three arrows to gain one use of Teleport.
Rune of The Thornlocked Maiden
This rune appears to depict an exaggerated female figure, pendulous breasts and hips, entwined with many spike-lined vine-forms.
Location: Chest.
Component: Perspiration.
Seed
Maiden's Tower (L)
Effect: The Rune's thorn-like forms expand to cover your chest in inky black lines, twining even up to your face and neck, and down to your legs.
While this ability is active, you gain a +4 armor bonus to AC. However, this bonus is reduced by one when applied against piercing damage.
Maiden's Virtue (L)
Effect: The Rune's female figure shifts, its arms opening and the vine-figures forming a mane of long hair.
While this effect is active, you gain a +1 bonus to all savings throws; however, if you willingly commit a non-good act (such as petty theft or a coup de grace attack) you lose this benefit and the Rune is expended.
Thousand Seeds
Maiden's Song (E)
Effect: The vine-forms of the Rune encircle your throat once more, and you give forth a haunting keening; as you do, your form flickers and fades from sight.
This ability functions as Etherealness cast by a Sorcerer of your level.
Rune of The Vanguard
This is actually a Sequence of Runes, stretching across the Rhymer's shoulders, and depicting upraised spears or the spars of a long-ship.
Location: Shoulders
Component: Hair from a trusted friend or confidante.
Seed
Arm of The Courageous Foe (L)
Effect: The Rune's spears slowly expand in runnels of ink, sliding down your arms to your hands; in their wake you feel a rush of vitality.
While this effect is active, you choose to receive either a +1 bonus on attack rolls, or a +1 bonus to your AC.
First Growing
Spirit of The Aggressor (E)
Effect: The Rune spreads around to your chest, tracing an inky circle around your heart.
While this effect is active, you gain a +1 morale bonus on saves against fear effects, and on attack rolls; in addition, you gain 1d6 hit points, +1 per class level.
Root
Mind of The Brethren (E)
Effect: Two of the spear-shapes worked into the design slide up to your temples, forming spirals there.
While this effect is active, you gain a +8 bonus to all will saves.
This effect lasts 1 round/level.
Rune of The Twilit Eye
This rune appears to picture a small flame or torch, encircled with similar shapes and forms.
Location: Neck.
Component: Cinnabar.
Seed
Seeker of Sorrows (E)
Effect: The Rune shifts as if crackling and twisting, and you feel a sensation of heightened perception.
While this effect is active, you gain a +2 insight bonus on damage rolls.
This effect lasts 1 minute/level.
Seeker of The Hidden Heart (E)
Effect: The Rune flashes with silver-black light, which darts toward the eyes of your opponents.
All creatures within fifty feet who fail a will save receive a -1 penalty on attack rolls and saving throws against fear effects.
This effect lasts 1 minute/level.
Seeker of The Final Terror (E)
Effect: The Rune expands outward from its place on your neck, momentarily shrouding your head and eyes in black fire.
A single opponent who fails a will save is shaken for as long as the effect lasts- 1 minute/level.
Rune of The Blessed Well
This Rune appears to depict a scroll or tome, traced about with words in an unknown language.
Location: Chest.
Component: Pure spring water.
Seed
Draught of Braidwood (C)
Effect: The Rune's unknowable words shimmer, then reappear at your body's energy centers, then fade once more.
While this effect is active, you gain 1d10 temporary hit points.
Draught of Wormwood (L)
Effect: The Rune slides up to your throat, where two shimmering sigils abide.
While you have this rune scribed, you may remove any natural impurity from drinking water and foodstuffs as you wish, including poisons derived from natural venoms.
First Growing
Tincture of The Ancestor (E)
Effect: The text of the Rune appears written across your brow, on your arm, or crossing your belly.
While this effect is active, you gain a +4 enhancement bonus to any one ability score, with the usual attendant benefits; however, if you can cast spells or manifest powers, you do not gain bonus spell slots or power points.
This effect lasts 1 minute/level.
Root
Vine-fruit of Peace (E)
Effect: The Rune sinks into your skin, dying your arms to your chest a deep black, and you feel a sense of gravity in your motions. When you touch an afflicted ally, the color flows into them, then fades.
Expending this ability removes either all curses or all diseases from the willing subject, at your discretion. Certain especially potent afflictions may not be effected by this general cure, and this ability only suppresses, rather than dispels, curses inherent to items.
Rune of The Mending Heart
This Rune somewhat resembles a thick bone needle on the end of a long, coarse thread.
Location: Belly.
Component: Torn shreds of parchment.
Seed
Mending of The Lover's Solace (E)
Effect: The Rune flows over your body, seeking out any wounds you possess; its inky Substance flows into them.
You instantly heal 1d12 damage, or two points of ability damage, at your discretion.
If you have additional runes of this type scribed, you may expend them to increase the normal healing effect by one die and the ability healing effect by two points.
Mending of The Abandoned Hearth (E)
Effect: The Rune detaches from your skin and flows onto the intended object, seeping into cracks and rips.
When you activate this ability, you instantly repair minor damage to objects or items, as Mending.
Second Growing
Mending of the Unknown Homeland (E)
Effect: The Rune slides to the energy centers of your body, and abides there, slowly shifting through the spectrum.
You are immune to ordinary environmental effects, even those that would normally cause your death indirectly; you can survive in great cold or heat, breathe underwater or in a vacuum, and so on.
You are not immune to damage from conditions such as lava or acid; any environmental effect that would normally deal one or more dice of damage to you deals only half its normal damage.
This effect lasts one hour per class level.
Rune of The Harper's Snare
This rune depicts a curl-headed lyre or harp.
Location: Upper arm.
Component: A dye or stain used in sealing wood.
Seed
Song of Swords and Slings (E)
Effect: The Rune gives out a pealing note, and the flesh on which it is scribed seems to vibrate like a plucked string- as does any weapon you hold.
This ability causes one enemy who fails a will save to receive more damage from your attacks as the Rune's baneful tone enters their ears, distracting them. They receive +1 damage from any attack that strikes them, plus one additional point of bonus damage per two caster levels.
This effects lasts 1 round/level.
Song of Beasts and Birds (L)
Effect: The Rune flows onto your throat, and you are compelled to whisper in a sing-song tone.
You can calm animals (creatures with intelligence 1 or 2 with the Animal type), rendering them harmless and non-aggressive. This use of the Rune does not expend it, and is usable at will, but only affects animals of up to five hit dice. Calmed creatures remain calmed unless attacked or until you leave the area.
Alternatively, you can attempt to use the Rune to calm well-trained or especially ferocious or dire animals; these creatures gain a saving throw, and this use of the Rune has a duration of concentration.
First Growing
Song of Shining Souls (E)
Effect: The Rune grows to cover your features and tongue, and where its ink touches, your skin glows with a soothing lambency.
When you activate this ability, you must gain the attention of a group of creatures and speak for at least one round, or one minute outside combat.
Creatures within one hundred feet that fail their will save are thereafter friendly towards you, and seek simply to listen to your calming words. Creatures that would ordinarily be unfriendly towards you gain a +4 bonus on their savings throws.
This ability cannot effect creatures with Wisdom of 16 or higher who are naturally unfriendly towards you.
This effect lasts for a maximum of one hour, during which time effected creatures simply listen to your voice, ignoring their surroundings; any creature that enters the area during this time must make a save or fall victim to the effect.
Overtly hostile actions ends the effect immediately and abruptly; otherwise, the effect requires 1d4 rounds to shake off after you end your song.
Root
Song of The Beast's Name (E)
Effect: The Rune moves to the top of your hand momentarily, then shoots forth to enter the body of an animal you specify, whose skin turns inky black.
When you activate this ability, your body drops to the ground, deep in sleep, while your mind enters the animal you specify (assuming it fails its will save against the effect). You can only enter normal animals with fewer hit dice than you possess.
You retain your mental ability scores, but gain the animal's physical scores; you retain your base attack bonus and any class features you possess. You gain the animal's natural abilities and automatic abilities, but not extraordinary or supernatural abilities.
Your body recieves one-half of any damage dealt to the animal body while you inhabit it. If the animal is killed with you inside it, you must succeed at a DC 10 fortitude save or also die.
If your body is killed while you possess the animal, you die.
This ability lasts 1 round/level.
Rune of The Sunwarmed Heart
This Rune resembles a stylized star, sun, or moon.
Location: Chest.
Component: Butter or pollen.
Seed
Ray of Warming Embrace (E)
Effect: The Rune shines through your clothing or armor, touching on all allies that surround you.
All creatures within fifty feet that you specify receive a +1 bonus on attack rolls and saving throws against fear effects.
This effect lasts 1 minute/level.
Branch
Ray of Sustaining Light (E)
Effect: The Rune glows with a pleasing light, shining on your friends and suffusing you.
When you activate this effect, all friendly creatures in thirty feet feel a sense of sustaining warmth; for the next twenty-four hours, they do not need to eat, drink, or sleep, although a spell-caster must still rest to regain his or her magic.
Second Growing
Ray of Searing Sorrow (E)
Effect: The Rune seeps into your body, and the veins of your arms begin to shimmer beneath the skin.
When you activate this ability, you send missiles formed of your own shining blood toward opponents within thirty feet; you may fire one missile per three caster levels. You must make a ranged touch attack for each missile; each successful hit deals 2d8 damage (no save).
Any creature within five feet of a creature struck by this attack must make a successful reflex save to avoid taking the same damage as the projectile spatters onto them.
Forest
Ray of Shining Justice (E)
Effect: The Rune- and your chest under it- seems to explode in glittering, sacred light.
When you activate this ability, you gain the ability to project 60ft. straight-line beams of damaging light as a standard action- up to one beam per three caster levels, maximum six. When you have fired all your beams, the Rune is expended.
The beam blinds creatures that fail their reflex save and deals 4d6 damage to all creatures caught in it; any creature harmed by bright light or sunlight receives double damage. In either case, a reflex save halves the damage.
Undead creatures struck by the empowered light take 1d6 points of damage per caster level, halved on a successful save. Creatures such as vampires that are destroyed by sunlight are utterly annihilated on a failed save.
Oozes or other creatures of darkness and damp (such as fungi, molds, or slimes) are effected as if they were undead.
Runes of The White and Black Hand
This Rune nearly covers the hand in mysterious symbols and smaller runic shapes; ofttimes they seem to shimmer and move.
Location: Hand.
Component: Blood of either the caster or his foe, depending on the Rune's color.
Seed/First Growing/Root/Branch
Salvation of The Grasping Hand/Damnation of The Striking Fist (E)
Effect: The Rune shimmers and your hand crackles with eldritch energy, either beneficent or baneful.
The first four grades of the Black Hand and White Hand function as Cure and Inflict spells, respectively; Seed-runes as Light Wounds, First Growing as Moderate, Root as Serious, and Branch as Critical; the effect is as if the were cast by a cleric of your level.
Second Growing
Thousand Black Hands (E)
Effect: The Rune shimmers brightly, then begins sending forth duplicates of your hand, which strike friendly creatures and deliver your healing touch.
This effect functions as Healing Circle cast by a Cleric of your level.
Thousand Seeds
Baneful White Hand (E)
Effect: The Rune forcibly curls your hand into a fist, which races toward your opponent.
This effect functions as the Harm spell, cast by a cleric of your level.
Rune of The Final Sentry
This Rune resembles a curling rams-head horn.
Location: Cheek.
Component: Strands of cloth from a military banner.
Seed
Sight of The Coming Dark (L)
Effect: The Rune slides up to encircle your eye like a tattooed lens.
While this Rune is scribed, you can detect undead creatures the way a wizard or other spell-caster can detect magic.
In addition, you can determine the condition of friendly creatures near you; dying creatures (with -6 hit points or fewer) appear with a black miasma over their faces, while those heavily wounded (-2 or less) appear with gray veils; creatures at exactly zero hit points appear normal, while those with positive hit points shine with a subtle light.
First Growing
Sight of The Calamity (E)
Effect: One of your eyes is coated by the Substance, and you appear to pluck it out and grant it to another; however, the actual eye remains, while the inky simulacrum is passed.
You grant one willing subject an enhanced ability to detect the approach of deadly enemies; the subject of this ability gains a +4 insight bonus to spot and listen checks, and retains their dexterity bonus to AC even when flat-footed or struck by an invisible attacker.
This ability lasts 10 minutes/level.
Branch
Sight of Dreams (C)
Effect: The Rune grows translucent, as does the flesh beneath it; finally, you fade away almost completely.
While this effect is active, you move about as a spirit, leaving your pale body behind. You have the spirit subtype in this form, and are affected by spells accordingly. You can move 120ft. each round, even through solid matter, and can perceive anything you could normally perceive wherever you go. You can do nothing but move and observe in this form, and your spirit is invisible and undetectable to all.
If your body is disturbed in any way, the effect immediately ends.
Calling the Sentry (E)
Effect: The Rune shivers and you hear, impossibly, an inaudible, ghostly horn. A figure materializes before you.
When you activate this ability, you gain the service of the Ghost of a Warrior of your race, of up to 8 HD, who obeys your commands to the best of his or her ability, and shares your alignment.
The Ghost possesses no special attacks other than Manifestation and Corrupting Touch, but usually carries a non-enhanced Ghost Touch weapon of a type appropriate to its former calling.
The Ghost so called fights for you for a number of rounds equal to 1/4 your HD.
Thousand Seeds
Ward of The Sentry (E)
Effect: The Rune vanishes and you hear a ghostly peal of trumpets.
This ability functions similarly to the Branch-grade calling ability of this rune, but the Ghost so called may be of up to sixteen HD (or two ghosts of 8HD each).
Rune of The Baneful Mite
This tiny Rune resembles a many-legged insect of some kind.
Location: Hands.
Component: Flakes of skin.
Seed
Service of The Small (E)
Effect: The Rune splits away from your skin to scuttle through the surrounding air like a cloud of vermin.
Any opponent making a ranged attack roll of any kind against you must contend with a 20% miss chance (similar to that from concealment).
For each additional Rune of this type you scribe, the miss chance increases by the same amount, to a maximum of 80% with four runes scribed.
Rune of The Sentry's Barrow
This Rune resembles a tall grave-monument, inscribed with ancient letters and messages of grief.
Location: Belly.
Component: Grave-earth.
Branch
Tales the Fallen Know (L)
Effect: The Rune draws a straight line from your belly to your throat, and you feel your sight sharpen- and your insight, too.
While you have this rune scribed, you hear a distinctive tone in the voice of anyone attempting deliberate falsehood in your presence; only a successful application of powerful magic that blocks the reading of intent can foil this power.